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glass wrote:
Slyme wrote:
Deliquescent Gloves and Demonic Smiths Gloves both give an ability that applies to weapon attacks, and therefore applies to Mystic Bolts.

Demonic Smith Gloves give an ability that applies to weapon attacks, so they work fine with Mystic Bolts. But Deliquencent Gloves are more specific than that.

Deliquescent says it works with wielded weapons as well. That paragraph has similar wording to the Demonic Smith's, aside from the corrosive/flaming part.

Deliquescent Gloves wrote:
The wearer’s melee touch attacks with that hand deal 1d6 points of acid damage. If the wearer uses that hand to wield a weapon or make an attack with an unarmed strike or natural weapon, that attack gains the corrosive weapon special ability.
Demonic Smith's Gloves wrote:
Whenever the wearer makes a melee touch attack, she deals 1d6 points of fire damage. If the wearer wields a weapon or makes an attack with an unarmed strike, that attack gains the flaming weapon special ability.

Though if special abilities could never apply to bolts, then the following sentence that says that Arcane Striker works with bolts would be wrong. Arcane Striker grants the ability to give your weapons special abilities when you use the Arcane Strike feat, in addition to granting Arcane Strike as a bonus feat.

But since Arcane Striker works, then the gloves should as well.

Doktor Weasel wrote:
pauljathome wrote:
Quandary wrote:

(Somewhat) seriously, I also have to wonder: why scimitar specifically being OK for Druids? "Oh, curves are NATURAL".

Getafix has a sickle. And a scimitar is just a big sickle. And a scythe just a sickle on a stick.

I THINK I'm joking :-)

I think the superficial resemblance to sickles is supposed to be the reasoning for scimitars. And sickles because of the connection to harvesting herbs. It's a real stretch. But why a class very very loosely based on an ancient Celtic priesthood using a late medieval middle-eastern weapon was always going to be a stretch.

Hey, I actually saw a discussion like this on reddit a few weeks ago. Someone found that according to Gygax in an interview at ENWorld about 10 years ago, it is the sickle resemblance. A scimitar was just the first sickle-like blade to come to mind at the time.

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Batman has actually used magic a few times; he just doesn't like it, since it's unpredictable, or whatever reason the writers give to keep it from appearing any more often than very rare. Though I'd rather stick to recreating some of his gear, since it's often a focus and doesn't tie too much into class.

To recreate his often rapid grappling hook, you would likely want some combination of a Zip-Line Hook, Rope Recaller, Cornerstone Crossbow, Teleporting Climbing Rig, Caver's Bolt, or Kyton Ring.

To glide like he can without outright flight, you might try a Wing Staff, a Wing Cloak, or a set of Gale Armor. Or just grab a Ring of Featherfall or some Boots of the Cat, if you only care to mitigate the fall damage.

Some of his gadgets include X-Ray in his cowl or contact lenses, with the closest approximation I can find being Gloves of Reconnaissance.

At least once I've seen him recreate a holographic crime scene, which could somewhat be done with a Monocle of the Investigator

For altering your voice, you might use a Vagrant's Hood, a Mummer's Ruff, or possibly even a Liar's Robe for full obscurity.

The bat-computer would be the hardest, since it can seem almost omniscient at times. I've found that a Fool's Scepter and a Scholar's Ring can use Legend Lore, which is a start. Could probably toss a few Crystal Balls in there as well.

One interesting archetype of note, the Scavenger Investigator replaces extracts with Gadgets. Still functions as the same thing.

A Phantom within one step of Lawful Evil can take Spirit Oni Master for an Oni Mask that grants a Gore attack.

A new feat called Chaos Reigns grants a Slam attack for a few minutes per day, but I don't know if it can stack with a Phantom's pre-existing Slams.

The Powerful Wings feat can grant wing attacks, but it's unlikely your Phantom has natural wings.

There's Lashing Tail, but unfortunately, it may not be used alongside other natural attacks.

Magic Items are a bit of a problem for Spiritualists. Mostly because they share their magical item slots with their Phantom, but also because most items that give natural attacks are quite expensive. A Ring of Rat Fangs is probably the cheapest item I've seen for a Bite, at 5,000 gold.

Burn wrote:
Burn (Ex): At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

No, they foresaw effects like that.

Ambusher and Bodyguard get Uncanny Dodge, while Daredevil can't be flanked. I didn't see anything that gives both Uncanny and Improved.

The Level of an Infusion or Wild Talent functions as a Spell Level. You need to have a Kineticist level double the Talent's level to take it. Though the level is important for the Save DC of a Wild Talent, Save DCs for Infusions are based off of your Kinetic Blast's instead.

Associated Blasts are the Blasts that the Infusion may be applied to, while Element indicates one of the Elements you need to possess in order to take it.

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Probably wouldn't be intended, as a similar situation involving TWF with Armor Spikes was FAQ'd not to work with a two-handed weapon.

Rather than rely on memory again, here's a link to the combat section of the PRD, as close as I could manage to link to the relevant section.

The text for non-lethal is as follows:


Nonlethal Damage

Nonlethal damage represents harm to a character that is not life-threatening. Unlike normal damage, nonlethal damage is healed quickly with rest.

Dealing Nonlethal Damage: Certain attacks deal nonlethal damage. Other effects, such as heat or being exhausted, also deal nonlethal damage. When you take nonlethal damage, keep a running total of how much you've accumulated. Do not deduct the nonlethal damage number from your current hit points. It is not "real" damage. Instead, when your nonlethal damage equals your current hit points, you're staggered (see below), and when it exceeds your current hit points, you fall unconscious.

Nonlethal Damage with a Weapon that Deals Lethal Damage: You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a –4 penalty on your attack roll.

Lethal Damage with a Weapon that Deals Nonlethal Damage: You can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage instead, but you take a –4 penalty on your attack roll.

Staggered and Unconscious: When your nonlethal damage equals your current hit points, you're staggered. You can only take a standard action or a move action in each round (in addition to free, immediate, and swift actions). You cease being staggered when your current hit points once again exceed your nonlethal damage.

When your nonlethal damage exceeds your current hit points, you fall unconscious. While unconscious, you are helpless.

Spellcasters who fall unconscious retain any spellcasting ability they had before going unconscious.

If a creature's nonlethal damage is equal to his total maximum hit points (not his current hit points), all further nonlethal damage is treated as lethal damage. This does not apply to creatures with regeneration. Such creatures simply accrue additional nonlethal damage, increasing the amount of time they remain unconscious.

Healing Nonlethal Damage: You heal nonlethal damage at the rate of 1 hit point per hour per character level. When a spell or ability cures hit point damage, it also removes an equal amount of nonlethal damage.

I may have been mixing up nonlethal and precision, it seems. It looks like they were not immune to it in 3.5 either.

I'll have to speak with my DM then. Were they immune to nonlethal in AD&D? He runs off of a lot of rules from that system still.

Elementals are immune to non-lethal damage, though it should still be able to be knocked unconscious if it is dropped to -1 health.

Handle Animal only works on animals, or on non-animals with an intelligence of 1 or 2. Though the DC increases by 5 when using Handle Animal on non-animals. Diplomacy should work. Elementals are intelligent, and can speak, so if anyone knows how to speak Ignan, or has a way to communicate with others who don't share a language, you could try to talk with it. I haven't played Legacy of Fire, so I don't know if this elemental can be reasoned with.

Mad Magic link

Dreadnought Archetype link

Mad Magic Benefits wrote:

Magic is in your blood, allowing you to cast spells no matter how furious you become.

Prerequisite(s): Bloodrage class feature or perfect clarity rage power.

Benefit(s): You can cast spells from any class that grants you spells while in a bloodrage, and you keep your rage benefits when using moment of clarity during a rage.

If you have the greater bloodrage class feature, you also gain a +1 bonus to the save DCs of spells you cast while in a bloodrage.

I haven't seen an official answer for Mad Magic. Spell-Like Abilities are stated to function just like spells, except when they don't, so expect table variation. I've seen many different interpretations on issues surrounding Spell-Likes, even at my own tables.

You already posted the relevant text for the Dreadnought though. I would say spells and spell-likes would be usable, as they are an effect and they require concentration.

It's worth noting that in Combat, under Use Special Ability, Supernatural abilities do not require concentration.

PRD link to the feat

feat text wrote:

Racial Heritage

The blood of a non-human ancestor flows in your veins.

Prerequisite: Human.

Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.

I'm not seeing why Favored Enemy wouldn't apply while a spell that targets by type, such as Named Bullet, specifically would. Though as written you do not get the type, you are still treated as that race for any effect related to race. Only that specific race though, so choosing one of the half-races wouldn't act as taking this feat twice, since half-races counting as multiple races is a specific racial ability of theirs.

.Hate9 wrote:
So, do Aasimar with the Scion of Humanity trait not qualify for feats which require the character to be Human?

PRD link to the Racial Ability

racial ability wrote:
Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Its text refers to any effect related to race, and specifically allows feats. You count as a Humanoid Human and an Outsider Native.

A few Sorcerer Bloodlines give increases. Off the top of my head, Abyssal and Orc for Strength, and Pit-Touched for Constitution.

Lore Oracles can take a Revelation to increase Intelligence.

Bucklers specifically work with Slashing Grace, per FAQ, so there's no reason that it shouldn't work for Fencing Grace.

Unhindering Shield's description is a bit odd, as Bucklers are already called out as working fine alongside the Swashbuckler's Precise Strike.

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The hat should be fine, but two options I've found are The Daywalker spell and, if it weren't for the Reflex save, I'd recommend Skin Suit

All I could find were these:

A fifth level Oracle or Shaman of the Heavens Mystery/Spirit can take the Lure of the Heavens Revelation/Hex.

The third Exalted Boon of Irori also does this, but that will be at a rather high level.

All it seems to say is that they believe they see better out of their mouth. Their normal eyes still work, and there are a handful of pictures of them without their face wrappings out there, they just prefer their third eye.

Though they were created by the Oinodaemon, and can only procreate with actual daemons, so I don't think normal physiology is meant to apply. They might just be transparent on the inside or something.

According to Darklands Revisited, they actually see out of an eye that's in the back of their mouth.

But the text seems contradictory in that it specifies 'one of its natural attacks' get a second attack, which wouldn't be necessary if it only meant one, as it would just say 'with its natural attack'. Plus, why not just say that if it has two attacks, it doesn't get anything, rather than encompassing it with a 'less than three' clause. If this is the case, than the animal can't even take an Archetype that trades Multiattack out, per a ruling from Ultimate Wilderness.

Anyways, the level 9 Pony in the NPC Codex gets three hooves.

Edit: Actually looking it over, a lot of companions seem to be getting extra attacks when they shouldn't. A dinosaur that already had a Bite, two Claws, and two Talons is getting an iterative Bite. It looks like the Horses are the only 3+ attack companions to actually have Multiattack as a bonus feat.

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You can take a Swift Action on Surprise Rounds; so long as you can act. You're allowed Free Actions, and Swift Actions state that you may take a Swift Action if you are capable of taking a Free Action.

CRB, Combat chapter wrote:
You can take a swift action anytime you would normally be allowed to take a free action.

It's also referenced under Restricted Activity.

CRB, Combat chapter wrote:
Restricted Activity: In some situations, you may be unable to take a full round's worth of actions. In such cases, you are restricted to taking only a single standard action or a single move action (plus free and swift actions as normal). You can't take a full-round action (though you can start or complete a full-round action by using a standard action; see below).

Omelite wrote:
Unfortunately, most major forms do not specify what natural attacks you get, so the interpretation that the major form always only gives natural attacks it specifies seems undoubtedly wrong.

The attacks weren't omitted on purpose. What you are supposed to get that's missing is found in this FAQ, which has also been mentioned a few times in-thread.

There's a few items that can do that, though they tend to be too expensive for your level. Do you know which isn't allowed? I know one is a bit of a spoiler for an Adventure Path, and would be strange to include in a game outside of that adventure.

The cheapest ones I could find, and also the most commonly used ones for this tactic, are Fog Cutting Lenses and Goz Masks

The Witch also has a Hex called Murksight

I don't know what race you are, but two of the feats that I found that can do this are racially-locked.

Sylphs have Cloud Gazer, but it only increases how far you can see without penalty if the effect is magical.
Ifrits have Firesight, but that's limited to smoke and fire.
Anyone with Blindfight and five ranks in Perception can take Mountain Eyes.
Rangers can take Swamper, but the range you ignore concealment at is adjacent.

I had a longer spiel about Kineticists here, but honestly, there's already been all-day classes in older editions, and some can go for quite some time after most of their resources have been expended in Pathfinder as well. Mostly martials, but the Shaman and the Witch can keep tossing out Hexes as long as they want. Even though I really like the class, I'll admit that Kineticists aren't super powerful, though there still seems to be a lot of misconceptions about it. I honestly still see 'Commoner with a bow' comparisons sometimes. Though I also see comments on it being overpowered as well. Mostly by not understanding how the mechanics work, like always applying Overflow when you haven't taken Burn, or thinking Infusion Specialization applies to Metakinesis or Utilities.

Though Kineticists are actually limited without Burn. Using Burn is taking that limit off, and causing strain on your body by going past your limits, which is represented by taking incurable non-lethal damage equal to your level for each point of Burn you have taken, which remains until you rest. I know a fair number of people are not fond of this mechanic. Even with 15 minute adventuring days, hurting yourself to try and push your damage up when most others don't need to worry about that is not very palatable. For your specific, non Burn-related points:

Telekinetic Haul functions as Mage Hand, meaning that it has a duration of Concentration. That's a Standard Action every round to maintain, and a Move Action for it to move. Though unless your DM enforces carry-weight, being able to carry a lot of stuff is not something high on my list of priorities. Even then, the need to watch weight drops once you get some bags of holding, have a friendly caster can spare a spell slot to Ant Haul a Strength-based ally every morning, or you can afford some pack animals early on.

Flying should probably not still be a big deal by level 9. Some other classes can fly for hours per day by then, thanks to things like Overland Flight.

If you mean the Hunter's Animal Focus, it is not a Polymorph effect. The only exception I know of is with the Feral archetype, but even then, only visuals of that effect is a Polymorph, so that it may stack with the archetype's Wildshape ability.

All I know of is Graceful Flier and Greater Longstrider

That's a pretty drastic example. Why not explore other effects of their Feeblemind stats not being their normal stats, like feat prerequisites or Ex-ability limitations? Or not being able to Handle Animal them, despite Handle Animal having a clause that allows it to work on non-animal creatures.

Or take it in the opposite direction; even otherwise permanent ability bonuses can be taken away, too.

Zarius wrote:
So, no. Because, if you can restore a creature's int to full with a spell, then even if it's int is "dropped to 1", it's int isn't ACTUALLY 1.

Ability Drain specifically states it changes your score, and at least at one point, it was intended that Feeblemind actually did reduce your score as well.

A good time to clear this up would have been when people were using this combo much earlier than level 20 before Animal Soul was errata'd. Very few people ever get to level 20, let alone play past it, so this side circumstance that most DMs probably wouldn't even allow hasn't really needed to be addressed.

Feeblemind sets your Intelligence to 1, which is an important piece because Awaken can't be cast on something with an intelligence higher than 2.

Douglas Muir 406 wrote:
(1) ranged attack blast for lots of damage

As a Physical Blast, Telekinetic Blast will do more than Energy Blasts. Starting the fight with one point of Burn will give you +1 to to-hit and +2 damage from Overflow. I'd suggest that the Burn should be taken in your Elemental Defense, to offset the self-damage a bit.

(2) push people and things around

As mentioned, the only combat option right now is Pushing Infusion, but if the character survives to show up again later on, they can throw people into other people

(3) grab things.

Basic Telekinesis will be a given. Like a scaling Mage Hand, but it also acts as Scoop and Open/Close. Telekinetic Finesse will let you manipulate objects at range.

It would be nice if he could levitate or something similar

You would need Self-Telekinesis at level 6. I've seen it argued that Telekinetic Haul should be able to lift an object a creature is standing on, but even then, that's still one level too high for this character.

Angry Adventurer wrote:

But if I have access to 2nd level spells, can I use all of them, if requirements for stats are met? Also say I read this,

Melee +1 longsword +8 (1d8+5/19–20)

Would the +5 be indicative of a weapon or stat bonus?

Spell usage will vary between classes, with each explaining how under their 'Spells' feature description, but as a Druid, you effectively get access to all spells on your list. At the time you prepare your spells, you select which spells you want for the day, filling your spell slots with specific spells. Like choosing a loadout of sorts, which are with you until used or until you prepare spells again.

Creature and NPC statblocks don't really break down where bonuses come from, but is often the sum of many different bonuses. That +5 could be from anywhere, but since the weapon is enchanted with a +1 bonus, we would know that at least one point of damage comes from that. The creature's Strength bonus would very likely factor in as well, but there are countless different ways to add to your damage.

It says in Monster Feats that players can qualify for them. It's just that monster feats were made with monsters in mind, and it isn't expected for most players to qualify for them, so it's not uncommon to expect to require DM permission to take them.

Airborne Ambusher specifically allows you to take Flyby Attack and Hover with your Fighter Bonus Feats. They normally could not be taken with these bonus feats because they are not Combat Feats.

On a Strix note, they have a few racial feats that require Hover and Flyby-Attack, but Buffeting Wings, Fling, and Snatch-and-Drop themselves are not Monster Feats. Though anyone with wings is allowed to take the Strix feats from Inner Sea Monster Codex, with permission.

I guess the question is if the list and the slots to take abilities from the list are separate subfeatures of an overall thing. Either way, it's fine for a single archetype to do this, since it'd be dysfunctional otherwise. A few other classes have archetypes like this that change multiple facets of a single feature. Counting those I could find:

Pack Hunter Barbarian changes Rage Powers, but it also replaces the 6th level Rage Power.

Elder Mythos Cultist Cleric changes Channel Energy, and also loses out on some channel dice at level 5, 11, and 19.

Psychic Detective Investigator replaces the third level Talent and changes their list to remove Alchemist Discovery.

Tome Eater Occultist alters Implements and replaces the 6th level Implement.

Psychic Searcher Oracle says it alters bonus spells, but also says it replaces the bonus spell gained at 2nd level.

Psychic has two in Mutation Mind and Psychic Duelist. Both change Amplifications, with MM also replacing the first level amplification and the Duelist replacing the seventh level amplification.

Teisatsu Vigilante changes the Vigilante Talents, and replaces the second level Vigilante Talent.

Disenchanter Warpriest alters Bonus Feats, and replaces the sixth level bonus feat. Forgepriest changes Bonus Feats as well, and replaces the 3rd and 6th level feats.

Mountain Witch and Scarred Witch Doctor both alter Hexes, with Mountain replacing the first level Hex and Scarred replacing the second level Hex.

Spirit Whisperer Wizard alters Bonus Feats and replaces the Bonus Feat at twentieth level.

Seems to match visually, and its attributes line up with monster creation guidelines, for the most part.

Though some bits aren't consistent with its actual attributes. Spoiler/wiki warning.

She has no special resistances, though she does have immunity to the Frost, Poison, and Toxic statuses. The Frost immunity could just be represented by a constant Endure Elements effect, or a bit of resistance to Cold.

She is weak to Dark, Lightning, and Strike, though Vulnerability might be overkill in representing this. I'd just interpret these as something she's not particularly resistant to.

While one sword deals Fire damage, and is thus easily replicated by giving it Flaming, the other deals Dark damage. You could just give her an ability to deal negative energy with the offhand blade, but since the Dancer's Enchanted Swords are available to the player functioning (mostly) the same, I'd probably make the damage inherent to the weapon. This might be a bit harder to replicate, as the only way I know how to do that is with a few levels of Cleric and either the Grayflame enchantment or the Channel Smite feat, though Unholy could work as well. Or you could just use the Corrosive enchantment as a substitute for Dark, as recommended by Xexyz

It honestly depends on the class you want to look up. For charts and base abilities:

Core Rulebook is for:


Advanced Player's Guide is for:


Advanced Class Guide is for:


Ultimate Combat is for:


Ultimate Magic is for the Magus

Occult Adventures is for:


Pathfinder Unchained is for:

Unchained Barbarian
Unchained Monk
Unchained Rogue
Unchained Summoner

Ultimate Intrigue is for the Vigilante

Ultimate Wilderness for the Shifter

Extra class-specific options like Archetypes or variant abilities are all over the place, and it may be better to use a resource such as the official Player Reference Document, or fansites such as Archives of Nethys or D20PFSRD

Cavalier chart is in the Advanced Player's Guide. The Advanced Class Guide only has charts for the Hybrid classes; classes made to emulate a mix of two Base or Core classes.

Everyone gets a feat at every odd-numbered level. Some classes will grant bonus feats above that, but that will be noted. For example, a Fighter gets a bonus Combat Feat every even-numbered level.

Your skill ranks will depend primarily on your class and your Intelligence modifier. Druids and Cavaliers get a base 4 Skill Ranks per level, before factoring in their Intelligence modifier.

I prefer Point-buy.

The common roll method my group used in the past is to roll three sets, then pick which one you want. Each set is made of seven rolls, drop lowest. Each attribute is 4d6, drop lowest. Seems like a lot of work to avoid poor sets.

I'm in a rolled-game at the moment, and sitting at a 30pb equivalent, while our Rogue had to be given a set by the DM after being given four chances to roll a set of attributes, because they were so poor.

Per FAQ, Bloodrager Bloodlines don't relate to abilities that note Sorcerer Bloodlines, with exception to Dragon Disciple, as it has its own FAQ.

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Assuming this isn't for PFS, Irongrip Gauntlets might be of interest, so long as there isn't any other item you want for your hand slot.

Angry Adventurer wrote:
So my Gnome can have a BAB of 2 at level 1? Using my plus 1 dex and plus 1 size? Spells have days and it's not explained, I don't understand the spells at all. I don't see the point of writing anything in the melee and ranged slots if those aren't used for anything. Take those off the character sheet.

BAB is a separate modifier added to your Attack, that is dependent on class and level. At most, BAB is equal to your level, though many classes have a slower BAB progression.

So you would add BAB, Dexterity, Size, and other modifiers together to determine your Attack. The Melee and Ranged slots are for your total bonus, when everything is added together.

You have a set number of uses of spells, but spells per day is referring to how many uses you have within a single day. Spells have levels, which go up to nine.

DR is Damage Reduction. You reduce physical attack damage by the amount of Damage Reduction you have. If there is a special way to bypass this reduction, then it will be noted in the ability that grants it. For example, many Fey have DR/Cold Iron, meaning that attacks made with weapons made of Cold Iron are not reduced.

Touch AC is how hard it is to touch you. This mostly just factors in Dodge bonuses to AC, and not armor-based increases, and is most commonly targetted by spells.

Flat-Footed AC is for when you are unprepared for an attack, such as at the start of combat, before you have had the chance to go, or if you have been feinted. Armor bonuses are factored in, but not dodge bonuses.

I'm not quite sure what you mean by spell tracking though.

Attacks are made with several modifiers. The main one is BAB, or Base Attack Bonus, which is dependent on your class and level. You also add your size modifier to this, as well as either your Strength or your Dexterity bonus. Strength is used for melee attacks, while Dexterity is used for Ranged and some melee attacks if you have the Weapon Finesse feat.

Bonuses to your Attack is often separate from bonuses to Damage. Size bonuses only apply to your Attack, and not your damage. Your damage will depend somewhat on size though, as the damage dice of your weapons will go up or down as you go up or down in size.

Per polymorph rules, you adjust its attributes according to the chart below if its size is larger than Medium or smaller than Small, then add the spell bonuses. Constitution does not affect a Familiar's HP.

Pretty much everything you need for an ordinary Lycanthrope is in the bestiary entry. Most useful would be the recommendation at the bottom of the page for infected players, unless your DM wants to use the Corruption alternative linked above.

The bestiary recommends either the GM takes control your character when you are within Hybrid or Animal form, or you use the rules for playing as a monster.

That sounds like the Lycanthropy Corruption. Separate from normal infection. All Corruptions have a 3-strike rule.

I don't know of anything for retaining control over changes though.

The only ones I know of that are restricted to a specific sub-race are Bat Shape, Dire Bat Shape, and Bloodmarked Flight for Werebat-Kin Skinwalkers.

Plenty of Traits for sub-races though.

Edit: I think I misunderstood the point of the thread. Since 2e is upcoming, I find it unlikely that there will be more sub-race specific content, given they haven't seen much content outside of the books they were introduced in in the first place.

Matthew Downie wrote:
Or they could wild-shape into something with natural reach.

None of their Reach options come online until level 15.

The Lizard Aspect gets it with their tail at level 15, and while the Frog Aspect's Tongue is usable at level 8, it doesn't deal damage until level 15. Though the range on that tongue is very good.

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Warped Savant wrote:
Maybe I'm missing something, but if it was official wouldn't you actually be able to purchase/download something that had the class write-up from the Paizo site?

As far as I know, Paizo is still working on making it available for sale, as mentioned here. I'm guessing it hasn't been available because it contains content from another IP. The Niobe book will probably be in a similar situation.

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There is an exception in that Shifters get an ability called Shifter's Fury, which lets them use a single Natural Attack for iteratives as if it were manufactured.

FAQ wrote:

Shifter’s Fury (Ex): At level 6, a shifter gains the ability to make several ferocious attacks with the same natural weapon. Instead of attacking with all her natural weapons, the shifter can choose a single natural weapon and make a full attack with that natural weapon, gaining a second iterative attack at a –5 as if it was a manufactured weapon. When she does so, all her other natural attacks count as secondary attacks and don’t benefit from shifter’s claws. At 11th level, she gains a third iterative attack at a –10 and at 16th level, she gains a fourth iterative attack at –15.

This will be reflected in the next errata.

Destroyed constructs can be brought back with Memory of Function, but that's a 7th level spell.

The spells Make Whole, Greater Make Whole, and Rapid Repair can heal Constructs.

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